【建造】第二个场景

iOS_release
zhangaotian 2024-08-15 17:56:54 +08:00
parent 3d9a913e75
commit b5f45b66e5
13 changed files with 182 additions and 192 deletions

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@ -24,6 +24,7 @@ namespace Framework.Event
ShowGfx,
AddTime,
LoadingEnd,
ChangeBuildScene,
//关闭展示 建造UI
HideBuildUI,

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@ -55,6 +55,7 @@ namespace Gameplay.LoadingExecutor
/// </summary>
private async UniTask InitBuildScene()
{
//读本地存盘
var buildInfo = StorageManager.Instance.GetStorage<UserBuildInfo>(NormalConstants.UserBuildSaveKey);
buildInfo ??= new UserBuildInfo();
if (string.IsNullOrEmpty(buildInfo.BuildData))
@ -72,6 +73,12 @@ namespace Gameplay.LoadingExecutor
}
var buildId = buildInfo.BuildData;
if (BuildManager.Instance.ChangeBuildSceneID)
{
buildId = buildId.Equals(NormalConstants.DefaultBuildID) ? "Build_2" : NormalConstants.DefaultBuildID;
DebugUtil.LogError("更换场景到:{0}",buildId);
}
var buildPath = string.Format(Framework.Constants.PathConstants.SceneBuildPath, buildId);
var buildConfig = string.Format(Framework.Constants.PathConstants.BuildConfigPath, buildId);
var buildData = await JsonHelper.LoadFromAddressable<BuildData>(buildConfig);
@ -136,6 +143,7 @@ namespace Gameplay.LoadingExecutor
EventManager.Instance.Send(EventManager.EventName.BackToMain);
EventManager.Instance.Send(EventManager.EventName.LoadingEnd);
BIManager.Instance.TrackEventOnce(EventFirst.fte_loading_end);
BuildManager.Instance.ChangeBuildSceneID = false;
}
}
}

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@ -81,7 +81,7 @@ public class GuideMananger : Singlenton<GuideMananger>, IInitable
}
}
_curGuideGroup = BuildManager.Instance.BuildSceneInfo.CurGuideGroup;
_curGuideGroup = BuildManager.Instance.UserBuildInfo.GuideGroup;
if (_curGuideGroup <= 0)
{
_curGuideGroup = table.DataList[0].GroupID;

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@ -8,12 +8,14 @@ using Framework.Event;
using Gameplay.Manager;
using Framework.Manager;
using Framework.Constants;
using Gameplay.Game;
using Event = cfg.BI.Event;
public class UIStartMainController : UIWindow
{
private GameObject _mask;
private GameObject _blueprint;
private string _curBuildSceneID;
protected override void OnAwake()
{
@ -23,7 +25,8 @@ public class UIStartMainController : UIWindow
_mask = FindObj("MaskPanel").gameObject;
BindButton("MaskPanel", ShowAllUI);
BindButton("UI_LiuHaiBottom/Btn_Game", OnEnterLevel);
BindButton("UI_LiuHaiBottom/Btn_Level", OnSelectLevel);
BindButton("UI_LiuHaiBottom/Btn_Change", ChangeBuildScene);
BindButton("UI_LiuHaiTop/BG_Top/Btn_Level", OnSelectLevel);
BindButton("UI_LiuHaiTop/BG_Top/Btn_Setting", OpenSettingPanel);
BindButton("UI_LiuHaiTop/BG_Top/Btn_Shop", OpenShop);
BindButton("UI_LiuHaiTop/BG_Top/Btn_HideUI", HideAllUI);
@ -74,6 +77,13 @@ public class UIStartMainController : UIWindow
FindObj("UI_LiuHaiTop").SetActive(false);
}
private void ChangeBuildScene()
{
DebugUtil.LogError("切换场景");
BuildManager.Instance.ChangeBuildSceneID = true;
GameStateManager.Instance.ChangeState(new GameStateStart());
}
/// <summary>
/// 查看蓝图
/// </summary>

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@ -7,6 +7,7 @@ using Framework.Constants;
using Sirenix.OdinInspector;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
using UnityEngine.AddressableAssets;
namespace Framework.Manager
{
@ -165,6 +166,11 @@ namespace Framework.Manager
public bool IsChanging = false;
/// <summary>
/// 更换场景
/// </summary>
public bool ChangeBuildSceneID;
//玩家存盘选择信息
private UserBuildInfo _userBuildInfo;
@ -192,14 +198,13 @@ namespace Framework.Manager
//Build场景相机
public Camera CurBuildCamera;
private BuildData _curBuildData;
private bool _isInit;
private bool _isInGame;
public async UniTask Init(BuildData buildData, bool inGame = false, UserBuildInfo userBuildInfo = null)
{
if (_isInit) return;
if (_isInit && !ChangeBuildSceneID) return;
_curBuildData = buildData;
NodeInfos = new Dictionary<string, NodeInfo>();
_iconSprites = new Dictionary<string, Sprite>();
@ -257,6 +262,7 @@ namespace Framework.Manager
{
try
{
if(_isInit)return;
//游戏中传入数据
if (userBuildInfo != null)
{
@ -409,6 +415,16 @@ namespace Framework.Manager
}
}
/// <summary>
/// 更换建造场景
/// </summary>
public async void ChangeBuildScene()
{
var buildId = _curBuildData.buildID.Equals(NormalConstants.DefaultBuildID) ? "Build_2" : "Build_1";
var buildPath = string.Format(Framework.Constants.PathConstants.SceneBuildPath, buildId);
await Addressables.LoadSceneAsync(buildPath).ToUniTask();
}
/// <summary>
/// 获得选项Icon图标
/// </summary>

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@ -316,7 +316,8 @@ public class BuildBoot : MonoBehaviour
/// </summary>
private void UpdateBuildDisplay()
{
var chooseNodeInfo = BuildManager.Instance.BuildSceneInfo.GetCurChooseInfo();
DebugUtil.LogError("刷新表现");
var chooseNodeInfo = BuildManager.Instance.UserBuildInfo.ChooseNodeInfo;
if (chooseNodeInfo == null || chooseNodeInfo.Count <= 0)
{
DebugUtil.LogError("Build Boot: 玩家在该场景的建造信息获取错误");
@ -679,6 +680,7 @@ public class BuildBoot : MonoBehaviour
InputManager.Instance.OnBuildBubbleClick += OnBuildBubbleClick;
EventManager.Instance.Register(EventManager.EventName.HideBuildUI, HideUI);
EventManager.Instance.Register(EventManager.EventName.ShowBuildUI, ShowUI);
EventManager.Instance.Register(EventManager.EventName.ChangeBuildScene, UpdateBuildDisplay);
EventManager.Instance.Register(EventManager.EventName.RefreshGameData, UpdateReachCondition);
}
@ -692,6 +694,7 @@ public class BuildBoot : MonoBehaviour
EventManager.Instance.Unregister(EventManager.EventName.HideBuildUI, HideUI);
EventManager.Instance.Unregister(EventManager.EventName.ShowBuildUI, ShowUI);
EventManager.Instance.Unregister(EventManager.EventName.ChangeBuildScene, UpdateBuildDisplay);
EventManager.Instance.Unregister(EventManager.EventName.RefreshGameData, UpdateReachCondition);
}
}

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